﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Phone.Controls;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
using MisselCommand.Missile;

namespace MisselCommand
{
    public partial class GamePage : PhoneApplicationPage
    {
        ContentManager contentManager;
        GameTimer timer;
        SpriteBatch spriteBatch;
        private Random rand = new Random();
        private MisselManager _misselManager;
        private Lines _line;

        public static int WIDTH;
        public static int HEIGHT;

        //the missile Ai 
        private MissileSpawningAI _missileAi = new MissileSpawningAI();

        private UIElementRenderer _uiRender;

        public GamePage()
        {
            InitializeComponent();
            
            // Get the content manager from the application
            contentManager = (Application.Current as App).Content;

            HEIGHT = SharedGraphicsDeviceManager.DefaultBackBufferWidth;
           WIDTH =SharedGraphicsDeviceManager.DefaultBackBufferHeight;

            // Create a timer for this page
            timer = new GameTimer();
            timer.UpdateInterval = TimeSpan.FromTicks(333333);
            timer.Update += OnUpdate;
            timer.Draw += OnDraw;

            _uiRender = new UIElementRenderer(this, WIDTH, HEIGHT);
        }

        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            // Set the sharing mode of the graphics device to turn on XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            // TODO: use this.content to load your game content here
            _misselManager = new Missile.MisselManager(contentManager);
            _line = new Lines(contentManager);
            // Start the timer
            timer.Start();

            base.OnNavigatedTo(e);
        }

        protected override void OnNavigatedFrom(NavigationEventArgs e)
        {
            // Stop the timer
            timer.Stop();

            // Set the sharing mode of the graphics device to turn off XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false);

            base.OnNavigatedFrom(e);
        }

        /// <summary>
        /// Allows the page to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        private void OnUpdate(object sender, GameTimerEventArgs e)
        {
            
            TouchCollection touchCollection = TouchPanel.GetState();
            foreach (TouchLocation tl in touchCollection)
            {

                if (tl.State == TouchLocationState.Released)
                {
                    if (tl.Position.Y < (int)SharedGraphicsDeviceManager.DefaultBackBufferHeight - 40)
                    {

                        Missile.MisselManager.AddMissel(new Vector2(WIDTH/2 , HEIGHT), tl.Position, new Missile.Player.PlayerNormalMissel());
                    }
                }

            }
            _line.Update();
            // TODO: Add your update logic here
            _misselManager.Update();
            
        }

        /// <summary>
        /// Allows the page to draw itself.
        /// </summary>
        private void OnDraw(object sender, GameTimerEventArgs e)
        {
            SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue);
            _uiRender.Render();
            spriteBatch.Begin();
            _line.Draw(spriteBatch);
            _misselManager.Draw(spriteBatch);
            spriteBatch.Draw(_uiRender.Texture, Vector2.Zero, Color.White);
            spriteBatch.End();
            // TODO: Add your drawing code here
        }


        private void LeftArrow(object sender, RoutedEventArgs e)
        {

        }

        private void MidArrow(object sender, RoutedEventArgs e)
        {

        }

        private void RightArrow(object sender, RoutedEventArgs e)
        {

        }
    }
}